The Mugen Fighters Guild
M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: The Answer on March 06, 2016, 12:31:07 am
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(http://i.imgur.com/Bf3dKes.png)
https://onedrive.live.com/redir?resid=FE4EFE63FC334401!133&authkey=!ALZXM127C12shoo&ithint=file%2crar
https://onedrive.live.com/redir?resid=FE4EFE63FC334401!134&authkey=!AJZyDqZYOeg5R-M&ithint=file%2crar
Nappa updated
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awesome! testing now.
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oops just noticed I left an unneeded winpose and his quotes are still Nappa's >_>
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Is the readme updated? :P
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his specials give no chip damage.
he seems extremely slow, even slower than nappa
no fx when starting a super or EX move?
what does his QCFx2 + K super do? it seems useless.
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teh specials with no chip is an oversite on my end oops
I actually buffed his speed if you could go into more detail I'd greatly appreciate it
I'm planning to add those later I'm gonna remove the black background and hitspark fx for something better once i find something
in the readme I point out it nullifies projectiles and normals lol.
thanks :)
and yes teh readme is updated
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the readme that came with it is kfm's default readme on my end.
like his basics are really slow, his crouching bison sweep as waaay too much startup time
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waaaaaaaaaaaaaaaaaaaaaaht i swear his readme is the one I wrote what the heck I'll fix this
I'll buff his speed for sure
also an important note i forgot to adjust his pushblock code so please wait for his next update where that stuff and lots of other small important things I forgot will be fixed smh me.
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sorry for an update so soon but I left some rather embarrassing things unnoticed so now I'd say he's fully released first version
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You sure you want to keep him this big? His finger beam was placed to high it went above most chars, i tested him on .7/.8 scale and it seemed a bit better, also perhaps somebody would be kind enought to privide some kind of teleport animation for back dash as the one provided looks a bit odd, nevertheless, when final verson have the same quality as nappa its gonna be best cell for now. Also are the cell jr sprite present in the game? Perhaps summoning them could be used as a move.
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I'm sure I wanna keep him that big he's pretty big in source and my nappa is actually as tall as cell but his stance is squatting and even in extreme butoden his death beam misses most chars
yea his backdash is wack he didn't have the same backdash anims like nappa does so I compromised as for the cell jrs I might just make them a lvl 1 super and replace gravity impact cause it's kind of a let down lol so expect that next patch
speaking of patch cell was updated again with several gameplay fixes probably will be his last update until i get more feedback.
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Kamehame...?
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haha funny thing about that jweezy's i think that's his name's rips only have the kamehame and no HA and he's missing when cell says Kamehameha at the end of perfect kamehameha >_>
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The dbz games (well I know at least in budokai) usually split the "HA" for most people (I assume incase the player gets hit it won't continue the sound)
I'm gonna assume that's what happened in his rips, though idk where else that sound would be.
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I enjoyed the char , I am also creating a Mugen version of that cell will be posting soon and really liked some of your character attacks, I may be using the code of some attacks ? thank you
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sure that's fine.
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Any DBZ char by you is welcomed in my roster.
Nappa is there kicking Raditz's ass (well, let's be honest... even I can kick it :P ).
Great addition, Answer! Thanks!
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Sweet cell. I'm digging him so far.
some feedback
- His combo's are a lot slower compared to nappa's.
- It seems like none of his supers cause knockdown at all?
- I'm not a big fan of his pal selector. it'd be nice to have the option to turn it off seeing as he(and your nappa) are the only characters in my roster who have it.
- his height kinda throws me off, which i know he's supposed to be a tall character but this feels a little extreme IMO. If i try to keep distance with death beam I tend to miss 80% of the time unless the other character jumps or they're right up on him.
- His qcb+p attack would benefit having some type of effect on it.
Other than those, I do enjoy this character. really good job.
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why can't i chain any of this punching normals into heavy kick?
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@taybear I'll address those issuse
@walruslui I might adjust that I wanted to keep it to where only punches can chain into punches and kicks into kicks but I might change it.
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yeah change it, it makes him very stiff.
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ok I'll only have that limitation for heavy chars like Nappa and Broly
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- his height kinda throws me off, which i know he's supposed to be a tall character but this feels a little extreme IMO. If i try to keep distance with death beam I tend to miss 80% of the time unless the other character jumps or they're right up on him.
I second this.
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TA just use the super and other related FX that Nappa used, I think they looked just fine. Seriously it's hard to tell whether or not I did an ex move since there's no flash to tell me so.
Also why can't he chain his standing normals into his launcher? like i said before, change it, he's really stiff as a result, there is a reason why that when in the fighting games that have chain-combo's, devs always make the combo's feel natural and fluid.
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Cell's been updated with fixes new link in op
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,there is something wrong with link,it leads to my own account
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Same here. Thanks for the updates though, once we get to test them.
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ok new new link it should work now hopefully
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THERE we go, he plays wonderfully now~ he feels very fluid and has some nice combo potential, nice work, can't wait for your vegeta!
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Cell has been updated. Credit to walruslui for helping out with stuff :)
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just a lil changelog for the stuff i did:
lowered his health
perfect barrier now can OTG
his energy blasts super in the air can now OTG
aligned FX's
added EX sound and FX for the green energy blast
added proper chip damage for specials and supers
added super fx and sounds for the the supers when they start up
and more
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oh btw I did a dumb bug on his judgement ray replace both helper's changestage that's NOT movecontact to this
[State 3402, End]
type = changestate
trigger1 = pos x!=[-240,240]
value = 3403
EDIT: i updated it nvm lol.
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blegh turns out I missed another thing (when editing the hitdef of the kamehameha's I forgot to readd chip damage >_>) so updated.
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-The backdash feels super floaty. I'd suggest lowering the height. I'd also suggest adding a dust effect suggesting motion in addition to the ground one you already have.
-The EX fireball lacks contrast. When I first saw it, I thought it was solid green.
-Crouching MK uses an odd animation. It looks like he's getting up even if you're holding down. This could be due to the lack of frames available.
-The walk backward feels too fast, slowing it down with an extra frame each might looks better.
-Launcher is an infinite in the corner if timed properly. I noticed that after the second hit in the open that they get kicked away, which is nice.
-Try changing the pause in his stance to the fifth frame.
-Missing effects on the throw as well as damage during the hits. Also, no backwards throw (I don't know if this was intentional)
-Damage seems a little high on the supers when ending an air combo. Performing an air BnB ending in a super takes almost a third of the opponent's health(although it is a level 2). But the forward kamehameha takes off a ton of damage, even for a level 3, almost 2/3 of the opponent's health.
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-I'm still not in the readme. :mcry:
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-The walk backward feels too fast, slowing it down with an extra frame each might looks better.
-Launcher is an infinite in the corner if timed properly. I noticed that after the second hit in the open that they get kicked away, which is nice.
i fixed both of these myself (while also adding in a sound effect for when cell walks just so it feels more anime accurate), im waiting to see if TA is okay with me uploading it.
i also improved most of his animtimes in the normals, for some odd reason TA chose really weird times for the ticks in the anims so all of his normals lacked a certain "pop" to them, so i went around and fixed it myself.
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I'm perfectly fine with you uploading it lol.
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alrighty, ill send it once i attend to some of hoshi's feedback first
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Nappa has been updated new link in op
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Nappa updated again to fix missing eye beam fx.